/Engine/Source/Editor/UnrealEd/Classes/Settings/EditorExperimentalSettings.h
Implements Editor settings for experimental features.
class UEditorExperimentalSettings : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
bool
bAllowLateJoinInPIE
Enable late joining in PIE
bool
bAllowPotentiallyUnsafePropertyEditing
Allows editing of potentially unsafe properties during PIE. Advanced use only - use with caution.
bool
bAllowVulkanPreview
Allow Vulkan Preview
bool
bBreakOnExceptions
Break on Exceptions allows you to trap Access Nones and other exceptional events in Blueprints.
bool
bContextMenuChunkAssignments
Allows ChunkIDs to be assigned to assets to via the content browser context menu.
bool
bDisableCookInEditor
Disable cook in the editor
bool
bDrawMidpointArrowsInBlueprints
Should arrows indicating data/execution flow be drawn halfway along wires?
bool
bEnableAsyncSkinnedAssetCompilation
Enable async skinned asset compilation to improve import and map load time performance when compilation is required
bool
bEnableAsyncSoundWaveCompilation
Enable async sound compilation to improve import and map load time performance when compilation is required
bool
bEnableAsyncStaticMeshCompilation
Enable async static mesh compilation to improve import and map load time performance when compilation is required
bool
bEnableAsyncTextureCompilation
Enable async texture compilation to improve PIE and map load time performance when compilation is required
bool
bEnableLongPathsSupport
Allows creation of assets with paths longer than 260 characters.
bool
bEnableMultithreadedLightmapEncoding
Enable multithreaded lightmap encoding (decreases time taken to encode lightmaps)
bool
bEnableMultithreadedShadowmapEncoding
Enable multithreaded shadow map encoding (decreases time taken to encode shadow maps)
bool
bEnableTranslationPicker
Allows usage of the Translation Picker
bool
bEnableWorldPartitionActorFilters
bool
bExampleLayersAndBlends
When creating new Material Layers and Material Layer Blends, set up example graphs.
bool
bFacialAnimationImporter
Enable experimental bulk facial animation importer (found in Developer Tools menu, requires editor restart)
bool
bHDREditor
Allows the editor to run on HDR monitors on Windows 10
bool
bLevelInstance
Allows creatingALevelInstanceactors
bool
bMobilePIEPreviewDeviceLaunch
Enable experimental PIE preview device launch
bool
bPackedLevelActor
Allows creatingAPackedLevelActorblueprint actors
bool
bProceduralFoliage
Allows usage of the procedural foliage system
bool
bSharedCookedBuilds
bool
bTextAssetFormatSupport
Enables in-editor support for text asset formats
bool
bToolbarCustomization
Allows for customization of toolbars and menus throughout the editor
bool
bUseOpenCLForConvexHullDecomp
Whether to use OpenCL to accelerate convex hull decomposition (uses GPU to decrease time taken to decompose meshes, currently only available on Mac OS X)
bool
bVirtualizedAssetRehydration
Enables in-editor support for rehydrating virtualized assets
TEnumAsByte<EC...
ConsoleForGamepadLabels
Specify which console-specific nomenclature to use for gamepad label text
float
HDREditorNITLevel
The brightness of the slate UI on HDR monitors